That's very confusing to me. An example would help. What are the six tables on page 8 used for? Are page 6 the agendas? Then why is the headline Agenda on the bottom of the page?
"Hello, I have a question. Has your player emulator material already been demonstrated in a video? Also, does this player emulator also serve to emulate characters?"
As far as I know, it's never been demo'd in a video. And yes, I use it frequently when I'm running a duet of characters (usually using a light system like World of Dungeons or my Remix of it) and I don't want to "make a call" for what the hero does --- it's really fun to be surprised. By default it's weighted towards "act heroically", "do the expected thing", and "demonstrate a strength", which is what you'd probably choose for the character anyway, so you can also mix it up there by rearranging the agenda table.
4 High-Strung
2. I’moutta here.
3. Can’t someone else do it?
4. I want to go home!
5. I’ll try, I guess.
6. Yes. I think. Maybe?
7. Ok, but it sounds dangerous.
8. Won’t work, try something else.
9. Why do you think?
10. I guess, let’s go.
11. Well, I can tell you all about…
12. Oh, crap, oh, crap, oh–
Sorry for the layout, I’m clueless of why Markdown isn’t working. But you get the idea.
Super happy to see an update to PET. There are far too few tools for exploring table level dynamics, which is sad considering the whole point is supposed to be ‘collaborative storytelling’. There’s Player Emulation with Tags (which you know already), Scene Unfolding Machine (which treats the GM as more of a person than an answer box) and Dungeon Zone (which isn’t intended for solo). Motif Character Engine is too incomplete to count (I suspect the original creator died).
If you know of any I missed, please share!
Though, I wonder what happens if you were to use a Player Emulator with a game designed to run GM-less, or have multiple GMs and only emulated players. Or emulate players who couldn’t be bothered to show up…
-uh, wow. Actually, that last bit could be pretty useful. Think it could work?
Oo, interesting idea. It should work just fine, in fact, part of my impetus for creating PET in the first place was "you can't solo stuff like Archipelago... can you?" But I was never perfectly satisfied with the robustness of the emulation; by shifting to trends over time instead of a flatter result it is less direct but more lifelike (I think!).
I wish I could think of more titles along this line, and to be honest I've always been surprised there weren't more. My hope is folks get inspired by this revision ("I hate where she's taken this!" or "I love this new direction!") and make stuff that riffs (or rejects)!
Oo, good idea! I'll see what I can do; I was picturing it as a "to taste" set of the tools I use most often ("Oh, that result on A doesn't inspire, I'll try B") so it might be more "one example" than anything else, but I'll try!
← Return to game
Comments
Log in with itch.io to leave a comment.
That's very confusing to me. An example would help. What are the six tables on page 8 used for? Are page 6 the agendas? Then why is the headline Agenda on the bottom of the page?
"Hello, I have a question. Has your player emulator material already been demonstrated in a video? Also, does this player emulator also serve to emulate characters?"
As far as I know, it's never been demo'd in a video. And yes, I use it frequently when I'm running a duet of characters (usually using a light system like World of Dungeons or my Remix of it) and I don't want to "make a call" for what the hero does --- it's really fun to be surprised. By default it's weighted towards "act heroically", "do the expected thing", and "demonstrate a strength", which is what you'd probably choose for the character anyway, so you can also mix it up there by rearranging the agenda table.
Errata on page 8. It says:
And should say:
Sorry for the layout, I’m clueless of why Markdown isn’t working. But you get the idea.
Oh, thank you! I'll do a proof pass and fix that later today.
Super happy to see an update to PET. There are far too few tools for exploring table level dynamics, which is sad considering the whole point is supposed to be ‘collaborative storytelling’. There’s Player Emulation with Tags (which you know already), Scene Unfolding Machine (which treats the GM as more of a person than an answer box) and Dungeon Zone (which isn’t intended for solo). Motif Character Engine is too incomplete to count (I suspect the original creator died).
If you know of any I missed, please share!
Though, I wonder what happens if you were to use a Player Emulator with a game designed to run GM-less, or have multiple GMs and only emulated players. Or emulate players who couldn’t be bothered to show up…
-uh, wow. Actually, that last bit could be pretty useful. Think it could work?
Oo, interesting idea. It should work just fine, in fact, part of my impetus for creating PET in the first place was "you can't solo stuff like Archipelago... can you?" But I was never perfectly satisfied with the robustness of the emulation; by shifting to trends over time instead of a flatter result it is less direct but more lifelike (I think!).
I wish I could think of more titles along this line, and to be honest I've always been surprised there weren't more. My hope is folks get inspired by this revision ("I hate where she's taken this!" or "I love this new direction!") and make stuff that riffs (or rejects)!
Very cool! Would you consider including a kind of short list or flowchart of what to do (and when)? it would help with usability and quick reference.
Oo, good idea! I'll see what I can do; I was picturing it as a "to taste" set of the tools I use most often ("Oh, that result on A doesn't inspire, I'll try B") so it might be more "one example" than anything else, but I'll try!